[Add] Synaptic AI Pro
https://assetstore.unity.com/packages/tools/generative-ai/synaptic-ai-pro-natural-language-control-for-unity-336030
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using UnityEngine;
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namespace Synaptic.Water
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{
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/// <summary>
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/// Applies buoyancy forces to make objects float on the ocean
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/// </summary>
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[RequireComponent(typeof(Rigidbody))]
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public class Buoyancy : MonoBehaviour
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{
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[Header("Buoyancy Settings")]
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[Tooltip("Reference to the ocean system")]
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public OceanSystem ocean;
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[Tooltip("Buoyancy force multiplier")]
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public float buoyancyForce = 10f;
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[Tooltip("Water drag coefficient")]
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public float waterDrag = 1f;
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[Tooltip("Angular water drag")]
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public float waterAngularDrag = 0.5f;
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[Header("Float Points")]
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[Tooltip("Points where buoyancy is sampled. If empty, uses object center.")]
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public Transform[] floatPoints;
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[Header("Wave Response")]
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[Tooltip("How much the object responds to wave normal")]
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public float waveAlignmentStrength = 0.5f;
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[Tooltip("Maximum rotation speed when aligning to waves")]
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public float maxAlignmentTorque = 5f;
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private Rigidbody rb;
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private float originalDrag;
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private float originalAngularDrag;
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private bool isInWater;
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void Start()
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{
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rb = GetComponent<Rigidbody>();
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originalDrag = rb.linearDamping;
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originalAngularDrag = rb.angularDamping;
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// Auto-find ocean if not set
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if (ocean == null)
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ocean = FindFirstObjectByType<OceanSystem>();
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// Create default float points if none specified
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if (floatPoints == null || floatPoints.Length == 0)
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{
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floatPoints = new Transform[] { transform };
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}
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}
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void FixedUpdate()
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{
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if (ocean == null) return;
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float submergedAmount = 0f;
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Vector3 totalForce = Vector3.zero;
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Vector3 averageWaveNormal = Vector3.zero;
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int submergedPoints = 0;
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foreach (Transform point in floatPoints)
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{
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if (point == null) continue;
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Vector3 pointPos = point.position;
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float waterHeight = ocean.GetWaveHeight(pointPos);
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float depth = waterHeight - pointPos.y;
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if (depth > 0)
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{
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// Point is underwater
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submergedPoints++;
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submergedAmount += Mathf.Clamp01(depth);
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// Buoyancy force proportional to submersion depth
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float forceMagnitude = buoyancyForce * Mathf.Clamp01(depth) * Physics.gravity.magnitude;
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Vector3 force = Vector3.up * forceMagnitude;
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// Apply force at float point position
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rb.AddForceAtPosition(force, pointPos, ForceMode.Force);
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totalForce += force;
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// Sample wave normal
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averageWaveNormal += ocean.GetWaveNormal(pointPos);
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}
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}
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// Update water state
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bool wasInWater = isInWater;
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isInWater = submergedPoints > 0;
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// Apply water drag when in water
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if (isInWater)
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{
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float normalizedSubmersion = (float)submergedPoints / floatPoints.Length;
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rb.linearDamping = Mathf.Lerp(originalDrag, waterDrag, normalizedSubmersion);
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rb.angularDamping = Mathf.Lerp(originalAngularDrag, waterAngularDrag, normalizedSubmersion);
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// Align to wave normal
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if (waveAlignmentStrength > 0 && submergedPoints > 0)
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{
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averageWaveNormal = (averageWaveNormal / submergedPoints).normalized;
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Vector3 currentUp = transform.up;
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Vector3 targetUp = Vector3.Lerp(currentUp, averageWaveNormal, waveAlignmentStrength);
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Quaternion targetRotation = Quaternion.FromToRotation(currentUp, targetUp) * transform.rotation;
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Vector3 torque = CalculateAlignmentTorque(transform.rotation, targetRotation);
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rb.AddTorque(Vector3.ClampMagnitude(torque, maxAlignmentTorque), ForceMode.Force);
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}
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}
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else
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{
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rb.linearDamping = originalDrag;
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rb.angularDamping = originalAngularDrag;
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}
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// Water entry/exit events
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if (isInWater && !wasInWater)
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{
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OnWaterEnter();
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}
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else if (!isInWater && wasInWater)
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{
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OnWaterExit();
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}
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}
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Vector3 CalculateAlignmentTorque(Quaternion current, Quaternion target)
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{
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Quaternion delta = target * Quaternion.Inverse(current);
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delta.ToAngleAxis(out float angle, out Vector3 axis);
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if (angle > 180f) angle -= 360f;
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return axis * (angle * Mathf.Deg2Rad);
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}
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protected virtual void OnWaterEnter()
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{
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// Override for splash effects, sounds, etc.
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}
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protected virtual void OnWaterExit()
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{
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// Override for exit effects
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}
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/// <summary>
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/// Check if object is currently in water
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/// </summary>
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public bool IsInWater => isInWater;
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/// <summary>
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/// Get current water height at object position
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/// </summary>
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public float GetWaterHeightAtPosition()
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{
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if (ocean == null) return 0f;
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return ocean.GetWaveHeight(transform.position);
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}
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void OnDrawGizmosSelected()
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{
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if (floatPoints == null) return;
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Gizmos.color = Color.cyan;
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foreach (Transform point in floatPoints)
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{
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if (point != null)
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{
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Gizmos.DrawWireSphere(point.position, 0.2f);
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}
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}
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}
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}
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}
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